PRODUCT NAME: RPublishing's WW2 Liberty Ship COPYRIGHT: Copyright © RPublishing, August 2010. AUTHOR: John T. Martzahn and purchased and sold exclusively by RPublishing as of August, 2010. PRODUCT DESCRIPTION: In the years after WW2 the used Liberty Ship was the classic cargo ship. Over 2,700 had been built, and the majority had gone on to serve the merchant fleets of the world for decades. More importantly, they, more than any other type of ship, made the Allied victory in WW2 possible. BeyondVR is very proud to offer this reproduction of the Liberty Ship! This model is wonderfully detailed. The self-defense guns are a 3-in. dual-purpose gun on the bow, a 5-in. gun on the stern to fight U-boats and surface raiders, and eight 20mm cannon for anti-aircraft defense. All are completely posable. Particular to this ship are a working wheel and engine telegraph on the flying bridge. The props include stowed and rigged versions of the cargo booms (loaded as sets or individually), stowed and deployed versions of the gangways, 48-star flags, jack flags, a full set of signal flags, anchor chain props and more. RPublishing is always available to offer support for products, but this document has been carefully written to answer most of your questions. Please read the pertinent sections below; they will save you much time, and make use as easy as possible. SYSTEM REQUIREMENTS: PC/MAC, Poser 5 and above OWNERSHIP STATEMENT: All of this product's content was created by John T. Martzahn (BeyondVR)and puchased and sold exclusively by RPublishing as of August 2010. NEEDED FILES: none INSTALLATION INSTRUCTIONS: If you use WinZip, be sure to check "Use folder names" and extract to your Poser folder, i.e., \Curious Labs\Poser 6, not the "Runtime" folder. Alternatively, drag the "Runtime" folder of the zip to your Poser folder. Character, Material, Pose and Prop files may go in any folder under their respective categories. All other files must go where indicated. The templates are provided for making your own textures. They are outside the Runtime, and may be placed wherever you wish. USAGE TIPS/LIMITATIONS: Figure: In Figures library, category "Ships" (Highlight thumbnail, then click on double-checkmark [Create new figure]). Materials In Materials library, only accessible from the Materials Room, category "BeyondVR\Ships\Ray Trace or Simple" (Highlight thumbnail, then click on checkmark [Apply preset]). Be sure that the proper prop is selected first, and apply to material "Paint." Poses: In Poses library, category "BeyondVR\Ships" (Highlight thumbnail, then click on checkmark [Apply preset]). Be sure that the proper figure is selected first. MAT Poses: In Poses library, category "BeyondVR\Ships\Ray Trace or Simple" (Highlight thumbnail, then click on checkmark [Apply preset]). Be sure that the proper figure is selected first. Props: In Props library, category "Ships" (Highlight thumbnail, then click on checkmark [Apply preset]) These are smart props; be sure the correct figure is selected. Posing: Guns: The ship has 10 guns for self-defense: a 3-in gun at the bow; eight 20mm AA guns in tubs; and a 5-in gun at the stern. All may be posed from the Body of the ship (ERC). Limits have been set to match the movements of the actual guns, where applicable. "Train" ERC dials always turn the gun to the right (CW) when turned to the right, and "Elev" dials elevate the barrel when turned to the right. See list below: 3-in Gun: This is limited in train and elevation, and has additional dials to aid in posing and animation. The ERC dials (Body) consist of "3inGunTrain," "3inBblElev," and a special dial named "3inElevGear." This third dial rotates the elevation gear. The elevation gear consists of two bicycle-type controls, linked to a cross-shaft. The controls each have a pair of handles, arranged 180 degress apart, like the pedals on a bicycle. As the control is rotated, the handles turn with it and, just like bicycle pedals, retain their orientation. The initial orientation may be set using their body part dials (3inKnobPL*, etc.). There are also pedals at the base of the gun, one pair for each gunner position, that simulate the way the gun was trained left or right. These are, likewise, operated from their body part dials (3inpedalPL*, etc.). *PL=Port Left, PR=Port Right, SL=Starboard Left, SR=Starboard Right. 5-in Gun: This gun rotates on a platform, and both movements are limited. The gun was the main defense against U-boats and commerce raiders. 20mm AA Cannon: These are limited in elevation only. Aimed and fired by a single sailor, there were also loaders to change the ammunition drums. Propeller: This has an ERC dial that is not limited. Turn to the right to rotate the propeller for forward motion. Rudder: This ERC dial is limited. Turn to the right for a right turn, and vice versa. Signal Lights: The signal lights are rotated by their body part dials, and are not limited. The shutters do not operate. The lights are located atop the bridge wings. Wheel: The Turn dial (body part) for this is not limited. The wheel is located on the flying bridge, ahead of the stack. Engine Telegraph: This has two moving parts, limited to 110 degrees rotation in either direction. A similar telegraph was located in the engine room. Engine commands would be sent from the bridge to the engine room by movements of the handle (telehandle), which would also ring a bell. The engine room would show compliance by moving their handle to the same position, which would cause the pointer (telepointer) of the bridge's telegraph to line up with the handle. Twenty-two degrees separate each command. Also on the flying bridge. Anchors: ERC dials to hide anchors when using the anchor chain props. Hatches: The hatches should not be removed, but made invisible. The hatches were built in place from timbers, covered with canvas and strapped down. Because of this, removing them as they are would be inaccurate, and the rotation and translation dials have been hidden. Visibility may be unchecked on their Properties tabs. Elbows: Each of the elbow-shaped vents may be rotated (unlimited). The elbows on the base of the foremast (elbowP3 & elbowS3), and those on the base of the mizzenmast (elbowP12 & elbowS12), must be rotated to keep them from interfering with the rigging if the Hold1 or Hold4 rigged booms are loaded. A pose has been provided (Pose\BeyondVR\Ships\Vents-Rigged.p2z) that turns each of these 49 degrees to the outboard. Alternately, the vents may be turned to face the masts, and often were on this type of ship. Although the vents at the base of the mainmast (elbowP4 & elbowS4) do not interfere in their default positions, care must be taken if the Hold3 rigged booms are loaded. Props: Cargo Booms: The ship is not complete until the cargo booms are loaded. There are sets that load either all the rigged booms, or all the stowed booms. There are also props that load the booms for each hold individually, in either version. Mix and match as you like. The booms are static props, and are not posable. The "stowed" versions have no rigging, as the lines are protected from the elements during a voyage. Gangways: There are four gangway props: one for each side that is stowed (Up), and one for each side that is deployed (Down). One type should be loaded on the visible side to make the ship complete. The stowed versions use displacement maps, so there are material files (.mz5) to change to a simple material that uses bump maps, if desired. These are applied in the Materials Room. National and Jack Flags: There are two versions of each flag, the 48-star flag smart-propped to the the line at the rear of the mizzen mast, and the Jack loads on the staff at the bow. "Flying" and "At Rest" versions of each are provided. Signal Flags: The signal flags come in four shapes: a notched flag for the letters A & B; a square flag for letters C through Z; a truncated pennant for numbers and the answer flag; and a pointed pennant for the repeaters, also known as substitute flags. The charts below show the names of the texture images. There is one smart prop for each shape, and they load on the left rear rope of the radio mast. This arrangement will rarely be useful as it is. Usually you will need to load duplicate props and reposition them, changing the texture maps. To change the textures, go to the materials room and click on the texture name on the image node. Click on the Browse button, and go to textures\Skypilot\SigFlags. To reposition extra flags it will be easiest to use the Front & Right cameras, and it is suggested that you use Outline display mode. The edge of the flag should be within the rope mesh. If you plan to save shapes in new positions, you will need to unparent the flag (Object menu--Change parent, and choose Universe as the new parent). After positioning, use Set Parent on the Properties tab, and choose the body part "hull." This is important, as they will otherwise revert to their original positions. Anchor Chain Props: First use the ERC dials, at the bottom of the list, to hide either or both anchors. The chains are smart-propped to the hull, hanging straight down. The centers have been set so they may be easily rotated around X and Z axes to position them as you wish. A bit of translation may be needed if angled too much. MAT Poses: MAT poses are provided for switching between the default materials (Pose\BeyondVR\Ships\Ray Trace) and materials that do not need ray tracing (Pose\BeyondVR\Ships\Simple). The simple version uses bump maps instead of displacment, and a non-raytrace brass material. Materials: Materials are provided in MZ5 format for switching between the default materials (materials\BeyondVR\Ships\Ray Trace) and materials that do not need ray tracing (materials\BeyondVR\Ships\Simple) for the stowed (Up) versions of the gangways. The simple versions use bump maps instead of displacment. Rendering (FireFly): The props and figure have been saved with Smooth Polygons turned off. They will load that way in Poser 6 and above, but will need to have the "Smooth Polygons" box unchecked on the Properties tab in Poser 5, if polygon smoothing is enabled in the render settings. Important: "Raytracing" and "Use Displacement Maps" must be enabled for the default materials. The simple materials use the bump channel instead, and do not require raytracing. Also, the texture size should be set to 3000 for best results at close range. FILES LIST: \Runtime\Geometries\skypilot\ships\ ChainPropM.obz FlagAtRestC.obz FlagFlyingC.obz GWportF.obz GWportUF.obz GWstbdF.obz GWstbdUF.obz P1S1rig.obz P1S1stw.obz P250S2rig.obz P250S2stw.obz P3S3rig.obz P3S3stw.obz P430S4rig.obz P430S4stw.obz P5S5rig.obz P5S5stw.obz WingInt.obz cody.obz jackatrestC.obz jackflyingC.obz nchflagC.obz numflagC.obz repeatC.obz sqflagC.obz \Runtime\Libraries\Character\Ships\ W F Cody.crz W F Cody.png \Runtime\Libraries\materials\BeyondVR\Ships\Ray Trace\ GangwayPortUp.mz5 GangwayPortUp.png GangwayStbdUp.mz5 GangwayStbdUp.png \Runtime\Libraries\materials\BeyondVR\Ships\Simple\ GangwayPortUp.mz5 GangwayPortUp.png GangwayStbdUp.mz5 GangwayStbdUp.png \Runtime\Libraries\Pose\BeyondVR\Ships\ Vents-Rigged.p2z Vents-Rigged.png \Runtime\Libraries\Pose\BeyondVR\Ships\Ray Trace\ W F Cody.p2z W F Cody.png \Runtime\Libraries\Pose\BeyondVR\Ships\Simple\ W F Cody.p2z W F Cody.png \Runtime\Libraries\Props\Ships\ A-B Flag-C.png A-B Flag-C.ppz All-Rigged.png All-Rigged.ppz All-Stowed.png All-Stowed.ppz BridgeWingsInterior.png BridgeWingsInterior.ppz C-Z Flag-C.png C-Z Flag-C.ppz ChainLeft-C.png ChainLeft-C.ppz ChainRight-C.png ChainRight-C.ppz Flag At Rest-C.png Flag At Rest-C.ppz Flag Flying-C.png Flag Flying-C.ppz GangwayPortDwn.png GangwayPortDwn.ppz GangwayPortUp.png GangwayPortUp.ppz GangwayStbdDwn.png GangwayStbdDwn.ppz GangwayStbdUp.png GangwayStbdUp.ppz Hold1-Rigged.png Hold1-Rigged.ppz Hold1-Stowed.png Hold1-Stowed.ppz Hold2-Rigged.png Hold2-Rigged.ppz Hold2-Stowed.png Hold2-Stowed.ppz Hold3-Rigged.png Hold3-Rigged.ppz Hold3-Stowed.png Hold3-Stowed.ppz Hold4-Rigged.png Hold4-Rigged.ppz Hold4-Stowed.png Hold4-Stowed.ppz Hold5-Rigged.png Hold5-Rigged.ppz Hold5-Stowed.png Hold5-Stowed.ppz Jack At Rest-C.png Jack At Rest-C.ppz Jack Flying-C.png Jack Flying-C.ppz NumFlag-C.png NumFlag-C.ppz RepeatFlag-C.png RepeatFlag-C.ppz \Runtime\Reflection Maps\ cbr2.jpg \Runtime\Textures\Skypilot\Ships\ 48-starflagTEX.tif Ccapstn.tif Cmap1D.jpg Cmap1Tex.jpg Cmap2D.jpg Cmap2Tex.jpg CodyHD.tif CodyHtex.tif Cproptex.tif ETtrans.tif GWportF-D.tif GWportF.tif GWportUF.tif GWstbdF-D.tif GWstbdF.tif GWstbdUF.tif WingIntTex.tif codytrans.tif engteleF1.tif engteleF2.tif jack-TEX.tif proprefl.tif raft-sight.tif riggedTEX.tif stowedTEX.tif \Runtime\Textures\Skypilot\SigFlags\ 1repeat.tif 2repeat.tif 3repeat.tif codeans.tif letAtex.tif letBtex.tif letCtex.tif letDtex.tif letEtex.tif letFtex.tif letGtex.tif letHtex.tif letItex.tif letJtex.tif letKtex.tif letLtex.tif letMtex.tif letNtex.tif letOtex.tif letPtex.tif letQtex.tif letRtex.tif letStex.tif letTtex.tif letUtex.tif letVtex.tif letWtex.tif letXtex.tif letYtex.tif letZtex.tif num0tex.tif num1tex.tif num2tex.tif num3tex.tif num4tex.tif num5tex.tif num6tex.tif num7tex.tif num8tex.tif num9tex.tif \Templates\ 48-starFlagT.gif GWportF-T.gif GWportUF-T.gif GWstbdF-T.gif GWstbdUF-T.gif P1S1rigT.gif P1S1stwT.gif P250S2rigT.gif P250S2stwT.gif P3S3rigT.gif P3S3stwT.gif P430S4stwT.gif P5S5rigT.gif P5S5stwT.gif WingIntT.gif chainpropT.gif hullT.gif jackT.gif map1T.gif map2T.gif ntchflagT.gif numberT.gif repeatT.gif sigflagT.gif transT.gif